Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-09-27 in all areas

  1. The explicit list of sounds for when you click on a unit can be found in '\audio\voice\[language]\civ\civ_[gender]_select.xml'- Latin: <Sound>civ_female_what_is_it_1.ogg</Sound> <Sound>civ_female_hello_1.ogg</Sound> <Sound>civ_male_what_is_it_1.ogg</Sound> <Sound>civ_male_hello_1.ogg</Sound> Greek: <Sound>civ_female_what_is_it_1.ogg</Sound> <Sound>civ_female_what_is_it_2.ogg</Sound> <Sound>civ_female_what_is_it_3.ogg</Sound> <Sound>civ_female_my_lord_1.ogg</Sound> <Sound>civ_female_my_lord_2.ogg</Sound> <Sound>civ_male_yes_1.ogg</Sound> In the same folder, you will also find 'civ_[gender]_walk.xml' which is used for telling units to go places, and 'civ_[gender]_attack.xml' which is used when ordering to attack. There are also files for gathering and building, but implementation is spotty/dependent entirely on what lines were recorded in the first place. The attachment of which lines are played in which events is determined by whomever implemented the lines and is of course open to discussion and revision.
    2 points
  2. 1 point
  3. I'm mainly making this post to see if I have the right ideal. I've seen some of the stuff while browsing the source / diff. Here's an example of something I made up but I'm sure the developers have already seen something similar... its overly crappy fake code btw function idkRectangle(arrayOfRects) { for(let rect of arrayOfRects) { const x0 = someMath on rect; //All of these are recreated each loop const y0 = someMath on rect; const x1 = someMath on rect; const y1 = someMath on rect; const v = new Vector(centerPoint...).rotate(someDegree/Rad); const newArrowFunction = (...) => {}; //extra bit I've seen elsewhere yata yata } }; //Isn't this faster and less data heavy? function idkRectangle(arrayOfRects) { let x0; //just created once let y0; let x1; let y1; //These could be moved to one line to save space. let v = new Vector(0,0); const newArrowFunction = (...) => {}; for(let rect of arrayOfRects) { x0 = someMath on rect; y0 = someMath on rect; x1 = someMath on rect; y1 = someMath on rect; v.set(centerPoint...).rotate(someDegree/Rad); newArrowFunction(...); yata yata } }; My guess is yes but: linting... and readability. The last one is kinda confusing. But it is faster and less data heavy right? I've seen this in area's where "speed is key". I got confused.
    1 point
  4. Hello! when i have free time i check forums for see the news. IIRC Variants files are for Animations wich comes from UnitAi file, sounds while be related to template files and also from Sound.json game file so as the game manages by classes it could be possible if its properly implemented, a different kind of animal is like selecting the citizen to collect wood or food, is just a matter of define the class of the animal and the subtypes. (In my opinion)
    1 point
  5. I'm not going to answer all the question. The line about no programming experience. Enjoy programming. Programming is necessary for making a game. Start small and work your way up to harder projects, and you'll be fine. Your game is going to need code, graphics and sound (which also requires code to show / play them). To make it easier to learn (and so you can jump right in): Start high work low. JavaScript is a good example of a high level programming language. Basically, most of the stuff is done for you. It is well documented and everything. Some of what you can do in JavaScript carries over to C++ and other languages as well. Functions, classes, variables, the basics basically. Videos to start learning programming... The Coding Train on YouTube. He uses a JavaScript library called p5.js. It basically simplifies the browsers features. It was designed for this no experience. They have a web editor now so you don't need to set anything up to learn programming. He's kinda weird but, it'll get you the basics. https://www.youtube.com/playlist?list=PLRqwX-V7Uu6Zy51Q-x9tMWIv9cueOFTFA He does coding challenges for some games and covers basic physics engines in quite a few of his other videos. He won't teach you everything but, with the coding challenges, you should have a game made and understand it. They are "simple" games but some are actually quite hard to do. Once you've got a grip on the basics, maybe someone else can give you advice. I'm pretty much a JavaScript only type of person. I hope I helped in some way.
    1 point
  6. Worth noting that inline declaration was not allowed before c99 The real question is the impact on JS Code. I also wonder if minifying it and obfuscating it would make it faster. Less bytes of code to read so faster loading in memory.
    1 point
  7. Furthermore, you can change the default batch training size and the scroll batch increment ratio in game under Settings/Options/In-Game.
    1 point
  8. Well the next cinematic is almost done, should be up within the next week. I figure people here are more interested in gameplay though, so here's a sneak peek at the next Civ that's being added into Hyrule Conquest:
    1 point
  9. Well it could be or not. Depending on how this is optimised it will or will not reuse the same address space. Which means instead of allocating and deallocating 1000000 times a 32 bits int it will only do it once. If you do that with objects it can be faster really quickly because allocation is costly. What's missing there is probably a comment saying it was tested inlining variables and it was way faster without doing so. This could also be an old C programmer habit. Some school teaches one to do it that way. The reason was at the beginning compilers couldn't use variables that were not declared at the top of the function.
    1 point
  10. When you press shift and scroll your mouse , you can change batch number of units , it is not fix 5 all the time you can change it, and when you put an order , then next time you use shift it will show by default last batch order number
    1 point
  11. i had very complex army made of like 7 unit types (7 types actively used in battle) and wanted to see if it was worth it, basically i wanted to see if my enemy focused my tank or if they didnt, if that tank was good value for money (and for population slot) or if it wasnt, etc ihave to look closely but afaik i have to relaunch replay then skip first 30mins ffs (even on 20x speed its slow) to the battle. Is there way to go back 1min or 5min? (to see something i could miss)
    1 point
  12. You don't need to change the templates of 0 AD inheritance does that all ready. You've made all the changes necessary to the base templates that the units of 0 ad inherit. template_unit, template_unit_calvary, template_unit_infantry, so on and so forth. The only one you seemed to have missed was the female citizen file. Units still have the armour types and attack types HC has thanks to those files. Problems could arise with the AI being adjusted, yes, but 0 AD civ's are Hyrule & Gerudo. I've looked over the AI files and you've just added stuff for the civ's that need it (koroki, gohma). The hero functionality can check and should check if the civ in question has a hero unit that can be chosen anyways (not just for compatibility but also testing new hc civs). I've destroyed the gerudo's with war elephants and that made me happy. I still wouldn't implement them into the game anyways. But if someone wants to mess around I told you how. -- You'll have to add the barracks back for each civ in config js along with their other structures special structures. The barracks code has been changed apparently. Adding BasicSoldier to the classes of unit_infantry allows them to train troops early on but might effect the rest of the AI hence the shouldn't implement them anyways. CitizenSoldiers are basic soldiers anyways.. I don't understand that class name change but you know what your doing I can tell you that much.
    1 point
  13. I gave the "0 AD Civ's in Hyrule" a shot: I'm using maur for the test. Enabled it in the menu by finding it's xml file in Hyrules folder and scrolling to the bottom. The maur tech tree loads fine (slow af but fine), everything basically costs material now (I'm fine with that). The civ center and house would give an error (posted below) and the selection panels wouldn't show. The barracks was still usable though. I didn't play for long but my test said yes, this is kinda possible. I could also build and gather the stuff the buildings say they need (except for rubees). --- So I tinkered and found this: Hyrule's version of template_unit_support_female_citizens.xml (which it doesn't seem to use anywhere): The gather rates aren't updated. change "stone.rock" -> "stone.ore" , "metal.ore" -> "metal.rubees" , and add "tree.rock". Just look at the _citizen.xml file of hylians in there unit folder. The SoundGroups section of female_citizens also needs the gather_rupees sound effect. Again see hylians. The citizen soldiers need the same thing as above. That seems to be Hyrule's template_unit_infantry.xml (they were just missing the sound file, i think). They don't play a mining animation which is weird. They will gather and return it though. --- So success! You seem to be able to do it after the above few changes. I don't know how to get the soldiers to play a mining animation though. :/ This was the first error & the only one I got in the test. Now all I get is: WARNING: JavaScript warning: simulation/ai/petra/config.js line 254 reference to undefined property this.Military.popForBarracks2 The above only shows up if popcap is less that 200. I'm not sure who's doing what with Hyrule's AI. As for getting the 0 A.D's Civ's to work with Hyrule AI... Yeah, after the templates stated above are fixed. It seems to work fine. Well this shows up once and goes away but the AI still... AI's. Just figured I'd give my input. The above error is obviously "no hero found for civ" related... I didn't test all this for long. It could very well break in the end. So someone else can tinker with it if they want too.
    1 point
×
×
  • Create New...